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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.187 by elmex, Tue Jan 13 13:29:57 2009 UTC vs.
Revision 1.225 by root, Wed Mar 24 17:23:43 2010 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
171 */ 172 */
172int 173int
173apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
174{ 175{
175 int got_one = 0, i; 176 int got_one = 0, i;
176 object *force = 0, *floor = 0; 177 object *force = 0;
177 178
178 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
179 180
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 { 182 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183 184
203 op->update_stats (); 204 op->update_stats ();
204 tmp->decrease (); 205 tmp->decrease ();
205 return 1; 206 return 1;
206 } 207 }
207 208
208 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
209 { 210 {
210 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 212 return 0;
212 } 213 }
213 214
230 } 231 }
231 232
232 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 235 {
235 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
236 { 237 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 239 {
239 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
240 { 241 {
275 } 276 }
276 } 277 }
277 } 278 }
278 279
279 /* Just makes checking easier */ 280 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
281 got_one = 1; 282 got_one = 1;
282 283
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 285 {
285 if (got_one) 286 if (got_one)
394} 395}
395 396
396/**************************************************************************** 397/****************************************************************************
397 * Weapon improvement code follows 398 * Weapon improvement code follows
398 ****************************************************************************/ 399 ****************************************************************************/
400
401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
399 415
400/** 416/**
401 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
402 */ 418 */
403static int 419static int
450 } 466 }
451 467
452 prev = op; 468 prev = op;
453 op = op->below; 469 op = op->below;
454 } 470 }
455}
456
457/**
458 * This checks to see of the player (who) is sufficient level to use a weapon
459 * with improvs improvements (typically last_eat). We take an int here
460 * instead of the object so that the improvement code can pass along the
461 * increased value to see if the object is usuable.
462 * we return 1 (true) if the player can use the weapon.
463 */
464static int
465check_weapon_power (const object *who, int improvs)
466{
467/* Old code is below (commented out). Basically, since weapons are the only
468 * object players really have any control to improve, it's a bit harsh to
469 * require high level in some combat skill, so we just use overall level.
470 */
471#if 1
472 if (((who->level / 5) + 5) >= improvs)
473 return 1;
474 else
475 return 0;
476
477#else
478 int level = 0;
479
480 /* The skill system hands out wc and dam bonuses to fighters
481 * more generously than the old system (see fix_player). Thus
482 * we need to curtail the power of player enchanted weapons.
483 * I changed this to 1 improvement per "fighter" level/5 -b.t.
484 * Note: Nothing should break by allowing this ratio to be different or
485 * using normal level - it is just a matter of play balance.
486 */
487 if (who->type == PLAYER)
488 {
489 object *wc_obj = NULL;
490
491 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
492 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
493 level = wc_obj->level;
494
495 if (!level)
496 {
497 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
498 level = who->level;
499 }
500 }
501 else
502 level = who->level;
503
504 return (improvs <= ((level / 5) + 5));
505#endif
506} 471}
507 472
508/** 473/**
509 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
510 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
566 531
567/** 532/**
568 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
569 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
570 */ 535 */
571int 536static int
572prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
573{ 538{
574 int sacrifice_count, i; 539 int sacrifice_count, i;
575 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
576 541
629 * 594 *
630 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
631 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
632 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
633 */ 598 */
634int 599static int
635improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
636{ 601{
637 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
638 603
639 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
640 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
641 606
642 if (weapon->level == 0) 607 if (weapon->level == 0)
643 { 608 {
644 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
645 return 0; 612 return 0;
646 } 613 }
647 614
648 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
649 { 617 {
650 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
651 return 0; 619 return 0;
652 } 620 }
653 621
654 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
655 { 624 {
656 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
657 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
658 "really want to improve it."); 627 "really want to improve it.");
659 return 0; 628 return 0;
737/** 706/**
738 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
739 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
740 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
741 */ 710 */
742int 711static int
743check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
744{ 713{
745 object *otmp; 714 object *otmp;
746 715
747 if (op->type != PLAYER) 716 if (op->type != PLAYER)
794 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
795 * the users level or 90) 764 * the users level or 90)
796 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
797 * changing of physical area right now. 766 * changing of physical area right now.
798 */ 767 */
799int 768static int
800improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
801{ 770{
802 object *tmp; 771 object *tmp;
803 772
804 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
888 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
889 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
890 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
891 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
892 */ 861 */
893static int 862int
894convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
895{ 864{
896 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
897 866
898 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
899 return 0; 868 return 0;
900 869
901 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
902 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
903 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
904 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
905 874
1015 * Handle apply on containers. 984 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1019 */ 988 */
1020int 989static int
1021apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1022{ 991{
1023 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */ 993 return 0; /* This might change */
1025 994
1038 } 1007 }
1039 1008
1040 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1042 { 1011 {
1043 if (op->container == sack) 1012 if (op->container_ () == sack)
1044 { 1013 {
1045 // open on ground or inv, so close 1014 // open on ground or inv, so close
1046 op->close_container (); 1015 op->close_container ();
1047 return 1; 1016 return 1;
1048 } 1017 }
1091{ 1060{
1092 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0; 1063 return 0;
1095 1064
1096 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1097 { 1066 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1101 */ 1070 */
1137 1106
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1108
1140 bool has_unpaid = false; 1109 bool has_unpaid = false;
1141 1110
1142 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1143 // a quick and small change :( 1112 // a quick and small change :(
1144 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1145 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1146 { 1115 {
1147 has_unpaid = true; 1116 has_unpaid = true;
1355 return; 1324 return;
1356 1325
1357 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1358 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1359 */ 1328 */
1360 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1361 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1362 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1363 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1364 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1365 */ 1334 */
1372 1341
1373 recursion_depth++; 1342 recursion_depth++;
1374 if (trap->head) 1343 if (trap->head)
1375 trap = trap->head; 1344 trap = trap->head;
1376 1345
1377 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1378 goto leave;
1379
1380 switch (trap->type) 1347 switch (trap->type)
1381 { 1348 {
1382 case PLAYERMOVER: 1349 case PLAYERMOVER:
1383 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1384 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1385 if (!trap->stats.maxsp) 1423 if (!trap->value)
1386 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1387 1426
1388 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1389 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1390 */ 1442 */
1391 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1392 1444
1393 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1394 * above with some objects have zero speed, and thus the player 1446 {
1395 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1396 */ 1456 }
1397 if (victim->speed_left < -50.f) 1457 break;
1398 victim->speed_left = -50.f;
1399 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1400 } 1458 }
1401 goto leave;
1402 1459
1403 case SPINNER: 1460 case CONVERTER:
1404 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1405 {
1406 victim->direction = absdir (victim->direction - trap->stats.sp);
1407 update_turn_face (victim);
1408 }
1409 goto leave;
1410
1411 case DIRECTOR:
1412 if (victim->direction && !should_director_abort (trap, victim))
1413 {
1414 victim->direction = trap->stats.sp;
1415 update_turn_face (victim);
1416 }
1417 goto leave;
1418
1419 case BUTTON:
1420 case PEDESTAL:
1421 update_button (trap, originator);
1422 goto leave;
1423
1424 case ALTAR:
1425 /* sacrifice victim on trap */
1426 apply_altar (trap, victim, originator);
1427 goto leave;
1428
1429 case THROWN_OBJ:
1430 if (trap->inv == NULL)
1431 goto leave;
1432 /* fallthrough */
1433
1434 case ARROW:
1435 /* bad bug: monster throw a object, make a step forwards, step on object ,
1436 * trigger this here and get hit by own missile - and will be own enemy.
1437 * Victim then is his own enemy and will start to kill herself (this is
1438 * removed) but we have not synced victim and his missile. To avoid senseless
1439 * action, we avoid hits here
1440 */
1441 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1442 hit_with_arrow (trap, victim);
1443 goto leave;
1444
1445 case SPELL_EFFECT:
1446 apply_spell_effect (trap, victim);
1447 goto leave;
1448
1449 case TRAPDOOR:
1450 {
1451 int max, sound_was_played;
1452 object *ab, *ab_next;
1453
1454 if (!trap->value)
1455 { 1462 {
1456 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1457 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1460 tot += ab->head_ ()->total_weight ();
1461
1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1463 goto leave;
1464
1465 SET_ANIMATION (trap, trap->value);
1466 update_object (trap, UP_OBJ_FACE);
1467 } 1465 }
1468 1466
1469 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1470 { 1489 {
1471 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1472 * ab->above would be bogus 1491 * players output.
1473 */ 1492 */
1474 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1475 1495
1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1477 { 1497 victim->enter_exit (trap);
1478 if (!sound_was_played)
1479 {
1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1481 sound_was_played = 1;
1482 }
1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1485 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1486 }
1487 } 1498 }
1488 goto leave; 1499 break;
1489 }
1490 1500
1491 case CONVERTER:
1492 if (convert_item (victim, trap) < 0)
1493 {
1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1496 }
1497
1498 goto leave;
1499
1500 case TRIGGER_BUTTON:
1501 case TRIGGER_PEDESTAL:
1502 case TRIGGER_ALTAR:
1503 check_trigger (trap, victim);
1504 goto leave;
1505
1506 case DEEP_SWAMP:
1507 walk_on_deep_swamp (trap, victim);
1508 goto leave;
1509
1510 case CHECK_INV:
1511 check_inv (victim, trap);
1512 goto leave;
1513
1514 case HOLE:
1515 move_apply_hole (trap, victim);
1516 goto leave;
1517
1518 case EXIT:
1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1520 {
1521 /* Basically, don't show exits leading to random maps the
1522 * players output.
1523 */
1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1525 victim->statusmsg (trap->msg, NDI_NAVY);
1526
1527 trap->play_sound (trap->sound);
1528 victim->enter_exit (trap);
1529 }
1530 goto leave;
1531
1532 case ENCOUNTER: 1501 case ENCOUNTER:
1533 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1534 goto leave; 1503 break;
1535 1504
1536 case SHOP_MAT: 1505 case SHOP_MAT:
1537 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1538 goto leave; 1507 break;
1539 1508
1540 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1541 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1542 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1543 goto leave; 1512 break;
1544 1513
1545 case SIGN: 1514 case SIGN:
1546 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1547 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1548 1517
1549 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1550 goto leave; 1519 break;
1551 1520
1552 case CONTAINER: 1521 case CONTAINER:
1553 apply_container (victim, trap); 1522 apply_container (victim, trap);
1554 goto leave; 1523 break;
1555 1524
1556 case RUNE: 1525 case RUNE:
1557 case TRAP: 1526 case TRAP:
1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1559 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1560 goto leave; 1529 break;
1561 1530
1562 default: 1531 default:
1563 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1565 goto leave; 1534 break;
1566 } 1535 }
1567 1536
1568leave:
1569 recursion_depth--; 1537 recursion_depth--;
1570} 1538}
1571 1539
1572/** 1540/**
1573 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1584 return; 1552 return;
1585 } 1553 }
1586 1554
1587 if (!tmp->msg) 1555 if (!tmp->msg)
1588 { 1556 {
1589 op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1590 return; 1558 return;
1591 } 1559 }
1592 1560
1593 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1594 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1608 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1609 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1610 return; 1578 return;
1611 } 1579 }
1612 1580
1581 // we currently don't use the message types for anything.
1613 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1614 1585
1615 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1616 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1618 1589
1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1631 } 1602 }
1632 1603
1633 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1634 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 }
1607}
1608
1609/**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613static void
1614scroll_failure (object *op, int failure, int power)
1615{
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1635 } 1659 }
1636} 1660}
1637 1661
1638/** 1662/**
1639 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1745 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1746 * legacy spellbooks 1770 * legacy spellbooks
1747 */ 1771 */
1748 if (tmp->slaying) 1772 if (tmp->slaying)
1749 { 1773 {
1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1751 if (!spell) 1776 if (!spell)
1752 { 1777 {
1753 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1754 return; 1779 return;
1755 } 1780 }
1776 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1801 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1777 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1802 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1778 return; 1803 return;
1779 } 1804 }
1780 1805
1781 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1782 { 1808 {
1783 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1809 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1810 &tmp->skill, learn_level));
1784 return; 1811 return;
1785 } 1812 }
1786 1813
1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1814 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1788 1815
1830 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1831 */ 1858 */
1832 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1833 { 1860 {
1834 op->failmsg ("In your confused state you flub the wording of the text!"); 1861 op->failmsg ("In your confused state you flub the wording of the text!");
1835 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1862 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1836 } 1863 }
1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1838 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1839 { 1866 {
1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1946 break; 1973 break;
1947 } 1974 }
1948 1975
1949 if (!tmp->destroyed () && !tmp->inv) 1976 if (!tmp->destroyed () && !tmp->inv)
1950 tmp->decrease (true); 1977 tmp->decrease (true);
1951}
1952
1953/**
1954 * op eats food.
1955 * If player, takes care of messages and dragon special food.
1956 */
1957static void
1958apply_food (object *op, object *tmp)
1959{
1960 int capacity_remaining;
1961
1962 if (op->type != PLAYER)
1963 op->stats.hp = op->stats.maxhp;
1964 else
1965 {
1966 /* check if this is a dragon (player), eating some flesh */
1967 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1968 ;
1969 else
1970 {
1971 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
1974 if (tmp->type == FOOD || tmp->type == FLESH)
1975 op->failmsg ("You feel full, but what a waste of food!");
1976 else
1977 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 }
1979
1980 tmp->play_sound (
1981 tmp->sound
1982 ? tmp->sound
1983 : tmp->type == DRINK
1984 ? sound_find ("eat_drink")
1985 : sound_find ("eat_food")
1986 );
1987
1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1989 {
1990 const char *buf;
1991
1992 if (!is_dragon_pl (op))
1993 {
1994 /* eating message for normal players */
1995 if (tmp->type == DRINK)
1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1997 else
1998 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1999 }
2000 else
2001 /* eating message for dragon players */
2002 buf = format ("The %s tasted terrible!", &tmp->name);
2003
2004 op->statusmsg (buf);
2005
2006 capacity_remaining = 999 - op->stats.food;
2007 op->stats.food += tmp->stats.food;
2008 if (capacity_remaining < tmp->stats.food)
2009 op->stats.hp += capacity_remaining / 50;
2010 else
2011 op->stats.hp += tmp->stats.food / 50;
2012
2013 if (op->stats.hp > op->stats.maxhp)
2014 op->stats.hp = op->stats.maxhp;
2015 if (op->stats.food > 999)
2016 op->stats.food = 999;
2017 }
2018
2019 /* special food hack -b.t. */
2020 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2021 eat_special_food (op, tmp);
2022 }
2023 }
2024
2025 handle_apply_yield (tmp);
2026 tmp->decrease ();
2027} 1978}
2028 1979
2029/** 1980/**
2030 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2031 * there is a chance for the dragon's skin to get improved. 1982 * there is a chance for the dragon's skin to get improved.
2034 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2035 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2036 * return: 1987 * return:
2037 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2038 */ 1989 */
2039int 1990static int
2040dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2041{ 1992{
2042 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2043 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2044 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2051 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2052 int i; /* index */ 2003 int i; /* index */
2053 2004
2054 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2055 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2056 return 0; 2007 return 0;
2057 2008
2058 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2059 from the player's inventory */ 2010 from the player's inventory */
2060 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2076 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2077 2028
2078 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2079 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2080 2031
2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2082 2033
2083 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2084 2035
2085 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2086 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2096 2047
2097 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2098 flesh is too rare */ 2049 flesh is too rare */
2099 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2100 2051
2101 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2102 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2103 2054
2104 if (chance >= 0.) 2055 if (chance >= 0.)
2105 chance += 1.; 2056 chance += 1.;
2106 else 2057 else
2107 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2108 2059
2109 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2110 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2111 2062
2112 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2113 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2114 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2115 2066
2116 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2067 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2117 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2118 { 2069 {
2119 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2120 winners++; 2071 winners++;
2121 } 2072 }
2122 2073
2185 2136
2186 return 1; 2137 return 1;
2187} 2138}
2188 2139
2189/** 2140/**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2144static void
2145apply_food (object *op, object *tmp)
2146{
2147 int capacity_remaining;
2148
2149 if (op->type != PLAYER)
2150 op->stats.hp = op->stats.maxhp;
2151 else
2152 {
2153 /* check if this is a dragon (player), eating some flesh */
2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2155 ;
2156 else
2157 {
2158 /* usual case - no dragon meal: */
2159 if (op->stats.food + tmp->stats.food > 999)
2160 {
2161 if (tmp->type == FOOD || tmp->type == FLESH)
2162 op->failmsg ("You feel full, but what a waste of food!");
2163 else
2164 op->statusmsg ("Most of the drink goes down your face not your throat!");
2165 }
2166
2167 tmp->play_sound (
2168 tmp->sound
2169 ? tmp->sound
2170 : tmp->type == DRINK
2171 ? sound_find ("eat_drink")
2172 : sound_find ("eat_food")
2173 );
2174
2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2176 {
2177 const char *buf;
2178
2179 if (!op->is_dragon ())
2180 {
2181 /* eating message for normal players */
2182 if (tmp->type == DRINK)
2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2184 else
2185 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2186 }
2187 else
2188 /* eating message for dragon players */
2189 buf = format ("The %s tasted terrible!", &tmp->name);
2190
2191 op->statusmsg (buf);
2192
2193 capacity_remaining = 999 - op->stats.food;
2194 op->stats.food += tmp->stats.food;
2195 if (capacity_remaining < tmp->stats.food)
2196 op->stats.hp += capacity_remaining / 50;
2197 else
2198 op->stats.hp += tmp->stats.food / 50;
2199
2200 if (op->stats.hp > op->stats.maxhp)
2201 op->stats.hp = op->stats.maxhp;
2202 if (op->stats.food > 999)
2203 op->stats.food = 999;
2204 }
2205
2206 /* special food hack -b.t. */
2207 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208 eat_special_food (op, tmp);
2209 }
2210 }
2211
2212 handle_apply_yield (tmp);
2213 tmp->decrease ();
2214}
2215
2216/**
2190 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2191 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2192 */ 2219 */
2193static void 2220static void
2194apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2243 } 2270 }
2244 2271
2245 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2246 poison->destroy (); 2273 poison->destroy ();
2247}
2248
2249/**
2250 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2251 * A valid 2 way exit means:
2252 * -You can come back (there is another exit at the other side)
2253 * -You are
2254 * ° the owner of the exit
2255 * ° or in the same party as the owner
2256 *
2257 * Note: a owner in a 2 way exit is saved as the owner's name
2258 * in the field exit->name cause the field exit->owner doesn't
2259 * survive in the swapping (in fact the whole exit doesn't survive).
2260 */
2261int
2262is_legal_2ways_exit (object *op, object *exit)
2263{
2264 if (exit->stats.exp != 1)
2265 return 1; /*This is not a 2 way, so it is legal */
2266
2267#if 0 //TODO
2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2269 return 0; /* This is a reset town portal */
2270#endif
2271
2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2273
2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2275
2276 if (exitmap)
2277 {
2278 exitmap->load_sync ();
2279
2280 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2281
2282 if (!tmp)
2283 return 0;
2284
2285 for (; tmp; tmp = tmp->above)
2286 {
2287 if (tmp->type != EXIT)
2288 continue; /*Not an exit */
2289
2290 if (!EXIT_PATH (tmp))
2291 continue; /*Not a valid exit */
2292
2293 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2294 continue; /*Not in the same place */
2295
2296 if (exit->map->path != EXIT_PATH (tmp))
2297 continue; /*Not in the same map */
2298
2299 /* From here we have found the exit is valid. However we do
2300 * here the check of the exit owner. It is important for the
2301 * town portals to prevent strangers from visiting your appartments
2302 */
2303 if (!exit->race)
2304 return 1; /*No owner, free for all! */
2305
2306 object *exit_owner = 0;
2307
2308 for_all_players (pp)
2309 {
2310 if (!pp->ob)
2311 continue;
2312
2313 if (pp->ob->name != exit->race)
2314 continue;
2315
2316 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2317 break;
2318 }
2319
2320 if (!exit_owner)
2321 return 0; /* No more owner */
2322
2323 if (exit_owner->contr == op->contr)
2324 return 1; /*It is your exit */
2325
2326 if (exit_owner && /*There is a owner */
2327 (op->contr) && /*A player tries to pass */
2328 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2329 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2330 return 0;
2331
2332 return 1;
2333 }
2334 }
2335
2336 return 0;
2337} 2274}
2338 2275
2339/** 2276/**
2340 * This function will try to apply a lighter and in case no lighter 2277 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory, 2278 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement. 2279 * and inform him about this requirement.
2343 * 2280 *
2344 * who - the player 2281 * who - the player
2345 * op - the item we want to light 2282 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found 2283 * lighter - the lighter or 0 if a lighter has yet to be found
2347 */ 2284 */
2285static object *
2348object *auto_apply_lighter (object *who, object *op, object *lighter) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2349{ 2287{
2350 if (lighter == 0) 2288 if (lighter == 0)
2351 { 2289 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 { 2291 {
2391/** 2329/**
2392 * Designed primarily to light torches/lanterns/etc. 2330 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is 2331 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t. 2332 * the selected object to "burn". -b.t.
2395 */ 2333 */
2396void 2334static void
2397apply_lighter (object *who, object *lighter) 2335apply_lighter (object *who, object *lighter)
2398{ 2336{
2399 object *item; 2337 object *item;
2400 int is_player_env = 0; 2338 int is_player_env = 0;
2401 2339
2402 item = find_marked_object (who); 2340 item = find_marked_object (who);
2403 if (item) 2341 if (item)
2404 { 2342 {
2405 if (!auto_apply_lighter (who, 0, lighter)) 2343 if (!auto_apply_lighter (who, item, lighter))
2406 return; 2344 return;
2407 2345
2408 /* Perhaps we should split what we are trying to light on fire? 2346 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple 2347 * I can't see many times when you would want to light multiple
2410 * objects at once. 2348 * objects at once.
2428} 2366}
2429 2367
2430/** 2368/**
2431 * This function generates a cursed effect for cursed lamps and torches. 2369 * This function generates a cursed effect for cursed lamps and torches.
2432 */ 2370 */
2371static void
2433void player_apply_lamp_cursed_effect (object *who, object *op) 2372player_apply_lamp_cursed_effect (object *who, object *op)
2434{ 2373{
2435 if (op->level) 2374 if (op->level)
2436 { 2375 {
2437 who->failmsg (format ( 2376 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!", 2377 "The %s was cursed, it explodes in a big fireball!",
2453 * Apply for players and lamps 2392 * Apply for players and lamps
2454 * 2393 *
2455 * who - the player 2394 * who - the player
2456 * op - the lamp 2395 * op - the lamp
2457 */ 2396 */
2397static void
2458void player_apply_lamp (object *who, object *op) 2398player_apply_lamp (object *who, object *op)
2459{ 2399{
2460 bool switch_on = op->glow_radius ? false : true; 2400 bool switch_on = op->glow_radius ? false : true;
2461 2401
2462 if (switch_on) 2402 if (switch_on)
2463 { 2403 {
2576 if (op->other_arch) 2516 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); 2517 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578 2518
2579 if (object *pl = op->visible_to ()) 2519 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); 2520 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2521}
2522
2523/**
2524 * This handles items of type 'transformer'.
2525 * Basically those items, used with a marked item, transform both items into something
2526 * else.
2527 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2528 * Change information is contained in the 'slaying' field of the marked item.
2529 * The format is as follow: transformer:[number ]yield[;transformer:...].
2530 * This way an item can be transformed in many things, and/or many objects.
2531 * The 'slaying' field for transformer is used as verb for the action.
2532 */
2533static void
2534apply_item_transformer (object *pl, object *transformer)
2535{
2536 object *marked;
2537 object *new_item;
2538 const char *find;
2539 char *separator;
2540 int yield;
2541 char got[MAX_BUF];
2542 int len;
2543
2544 if (!pl || !transformer)
2545 return;
2546
2547 marked = find_marked_object (pl);
2548
2549 if (!marked)
2550 {
2551 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2552 return;
2553 }
2554
2555 if (!marked->slaying)
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 /* check whether they are compatible or not */
2562 find = strstr (&marked->slaying, transformer->arch->archname);
2563 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2564 {
2565 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2566 return;
2567 }
2568
2569 find += strlen (transformer->arch->archname) + 1;
2570 /* Item can be used, now find how many and what it yields */
2571 if (isdigit (*(find)))
2572 {
2573 yield = atoi (find);
2574 if (yield < 1)
2575 {
2576 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2577 yield = 1;
2578 }
2579 }
2580 else
2581 yield = 1;
2582
2583 while (isdigit (*find))
2584 find++;
2585
2586 while (*find == ' ')
2587 find++;
2588
2589 memset (got, 0, MAX_BUF);
2590
2591 if ((separator = (char *) strchr (find, ';')))
2592 len = separator - find;
2593 else
2594 len = strlen (find);
2595
2596 min_it (len, MAX_BUF - 1);
2597
2598 strcpy (got, find);
2599 got[len] = '\0';
2600
2601 /* Now create new item, remove used ones when required. */
2602 new_item = get_archetype (got);
2603 if (!new_item)
2604 {
2605 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2606 return;
2607 }
2608
2609 new_item->nrof = yield;
2610
2611 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2612
2613 pl->insert (new_item);
2614 /* Eat up one item */
2615 marked->decrease ();
2616
2617 /* Eat one transformer if needed */
2618 if (transformer->stats.food)
2619 if (--transformer->stats.food == 0)
2620 transformer->decrease ();
2581} 2621}
2582 2622
2583/** 2623/**
2584 * Main apply handler. 2624 * Main apply handler.
2585 * 2625 *
2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2617 return RESULT_INT (0); 2657 return RESULT_INT (0);
2618 2658
2619 switch (op->type) 2659 switch (op->type)
2620 { 2660 {
2621 case CF_HANDLE: 2661 case T_HANDLE:
2622 who->play_sound (sound_find ("turn_handle")); 2662 who->play_sound (sound_find ("turn_handle"));
2623 who->statusmsg ("You turn the handle."); 2663 who->statusmsg ("You turn the handle.");
2624 op->value = op->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2625 SET_ANIMATION (op, op->value); 2665 SET_ANIMATION (op, op->value);
2626 update_object (op, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2627 push_button (op, who); 2667 push_button (op, who);
2628 return 1; 2668 return 1;
2629 2669
2630 case TRIGGER: 2670 case TRIGGER:
2631 if (check_trigger (op, who)) 2671 if (check_trigger (op, who, who))
2632 { 2672 {
2633 who->statusmsg ("You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2634 who->play_sound (sound_find ("turn_handle")); 2674 who->play_sound (sound_find ("turn_handle"));
2635 } 2675 }
2636 else 2676 else
2640 2680
2641 case EXIT: 2681 case EXIT:
2642 if (who->type != PLAYER) 2682 if (who->type != PLAYER)
2643 return 0; 2683 return 0;
2644 2684
2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2685 if (!EXIT_PATH (op))
2646 who->failmsg (format ("The %s is closed.", query_name (op))); 2686 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2647 else 2687 else
2648 { 2688 {
2649 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2690 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2651 who->statusmsg (op->msg, NDI_NAVY); 2691 who->statusmsg (op->msg, NDI_NAVY);
2874 * we don't use a corrupt pointer for the next object, so we get the 2914 * we don't use a corrupt pointer for the next object, so we get the
2875 * next object in the stack before applying. This is can only be a 2915 * next object in the stack before applying. This is can only be a
2876 * problem if player_apply() has a bug in that it uses the object but does 2916 * problem if player_apply() has a bug in that it uses the object but does
2877 * not return a proper value. 2917 * not return a proper value.
2878 */ 2918 */
2879 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2919 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2880 { 2920 {
2881 next = tmp->below; 2921 next = tmp->below;
2882 2922
2883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2884 floors++; 2924 floors++;
3062#define CANNOT_REMOVE_CURSED \ 3102#define CANNOT_REMOVE_CURSED \
3063 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3103 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3064 "Praying over an altar, scrolls of remove curse/damnation, " \ 3104 "Praying over an altar, scrolls of remove curse/damnation, " \
3065 "priests or even other players might help.>" 3105 "priests or even other players might help.>"
3066 3106
3067int 3107static int
3068unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
3069{ 3109{
3070 if (op->is_range ()) 3110 if (op->is_range ())
3071 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3390 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3391 */ 3431 */
3392 who->change_skill (skop); 3432 who->change_skill (skop);
3393 } 3433 }
3394 3434
3395 if (who->type == PLAYER 3435 if (!check_item_power (who, op->item_power))
3396 && op->item_power
3397 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3398 { 3436 {
3399 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3400 return 1; 3438 return 1;
3401 } 3439 }
3402 3440
3410 return RESULT_INT (0); 3448 return RESULT_INT (0);
3411 3449
3412 switch (op->type) 3450 switch (op->type)
3413 { 3451 {
3414 case WEAPON: 3452 case WEAPON:
3415 if (!check_weapon_power (who, op->last_eat))
3416 {
3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418
3419 if (tmp)
3420 insert_ob_in_ob (tmp, who);
3421
3422 return 1;
3423 }
3424
3425 //TODO: this obviously fails for players using a shorter prefix 3453 //TODO: this obviously fails for players using a shorter prefix
3426 // i.e. "R" can use Ragnarok's sword. 3454 // i.e. "R" can use Ragnarok's sword.
3427 if (op->level && !op->name.starts_with (who->name)) 3455 if (op->level && !op->name.starts_with (who->name))
3428 { 3456 {
3429 /* if the weapon does not have the name as the character, can't use it. */ 3457 /* if the weapon does not have the name as the character, can't use it. */
3555 } 3583 }
3556 3584
3557 break; 3585 break;
3558 3586
3559 case BOW: 3587 case BOW:
3560 if (!check_weapon_power (who, op->last_eat))
3561 {
3562 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3563
3564 if (tmp)
3565 insert_ob_in_ob (tmp, who);
3566
3567 return 1;
3568 }
3569
3570 if (op->level && !op->name.starts_with (who->name)) 3588 if (op->level && !op->name.starts_with (who->name))
3571 { 3589 {
3572 who->failmsg ("The weapon does not recognize you as its owner. " 3590 who->failmsg ("The weapon does not recognize you as its owner. "
3573 "H<Its name indicates that it belongs to somebody else.>"); 3591 "H<Its name indicates that it belongs to somebody else.>");
3574 if (tmp) 3592 if (tmp)
3660 esrv_send_item (pl, op); 3678 esrv_send_item (pl, op);
3661 3679
3662 return 0; 3680 return 0;
3663} 3681}
3664 3682
3665int
3666monster_apply_special (object *who, object *op, int aflags)
3667{
3668 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3669 return 1;
3670
3671 return apply_special (who, op, aflags);
3672}
3673
3674/** 3683/**
3675 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3676 * 3685 *
3677 * Generates shop floor's item, and treasures. 3686 * Generates shop floor's item, and treasures.
3678 */ 3687 */
3783 * treasure again for this object 3792 * treasure again for this object
3784 */ 3793 */
3785 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3786 } 3795 }
3787 } 3796 }
3797
3788 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3789 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3790 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3791 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3792 * MSW 2004-05-13 3802 * MSW 2004-05-13
3796 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3797 */ 3807 */
3798 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3799 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3809 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3800 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3801
3802 } 3811 }
3803 3812
3804 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3805 auto_apply (tmp); 3814 auto_apply (tmp);
3806 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3815 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3839 } 3848 }
3840 3849
3841 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3842 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3843 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3844 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3845} 3854}
3846 3855
3847/** 3856/**
3848 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3849 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3854eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3855{ 3864{
3856 object *force; 3865 object *force;
3857 int i, did_one = 0; 3866 int i, did_one = 0;
3858 3867
3859 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3860 3871
3861 for (i = 0; i < NUM_STATS; i++)
3862 if (sint8 k = food->stats.stat (i))
3863 {
3864 force->stats.stat (i) = k;
3865 did_one = 1;
3866 }
3867
3868 /* check if we can protect the eater */
3869 for (i = 0; i < NROFATTACKS; i++)
3870 {
3871 if (food->resist[i] > 0)
3872 {
3873 force->resist[i] = food->resist[i] / 2;
3874 did_one = 1;
3875 }
3876 }
3877
3878 if (did_one)
3879 {
3880 force->set_speed (0.1);
3881 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3882 force->duration = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3883 SET_FLAG (force, FLAG_APPLIED); 3874
3884 change_abil (who, force); 3875 if (force = who->force_find (key))
3885 insert_ob_in_ob (force, who); 3876 {
3877 if (duration > fabs (force->speed_left / force->speed))
3878 {
3879 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3880 force->force_set_timer (duration);
3881 }
3882 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3884
3885 return;
3886 } 3886 }
3887 else 3887 else
3888 {
3889 force = who->force_add (key, duration);
3890 force->name = key;
3891
3892 /* check if the food affects a stat */
3893 for (i = 0; i < NUM_STATS; i++)
3894 if (sint8 k = food->stats.stat (i))
3895 {
3896 force->stats.stat (i) = k;
3897 did_one = 1;
3898 }
3899
3900 /* check if we can protect the eater */
3901 for (i = 0; i < NROFATTACKS; i++)
3902 {
3903 if (food->resist[i] > 0)
3904 {
3905 force->resist[i] = food->resist[i];
3906 did_one = 1;
3907 }
3908 }
3909
3910 if (did_one)
3911 {
3912 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3913
3914 /* make the force take effect and report effects to user */
3915 change_abil (who, force);
3916 }
3917 else
3888 force->destroy (); 3918 force->destroy ();
3919 }
3889 3920
3890 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3891 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3892 { 3923 {
3893 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3923 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3924 } 3955 }
3925 } 3956 }
3926 3957
3927 who->update_stats (); 3958 who->update_stats ();
3928}
3929
3930
3931/**
3932 * op made some mistake with a scroll, this takes care of punishment.
3933 * scroll_failure()- hacked directly from spell_failure
3934 */
3935void
3936scroll_failure (object *op, int failure, int power)
3937{
3938 if (abs (failure / 4) > power)
3939 power = abs (failure / 4); /* set minimum effect */
3940
3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3943 object *tmp;
3944
3945 op->failmsg ("Your spell warps!");
3946 tmp = get_archetype (SPELL_WONDER);
3947 cast_wonder (op, op, 0, tmp);
3948 tmp->destroy ();
3949 }
3950 else if (failure <= -15 && failure > -35)
3951 { /* drain mana */
3952 op->failmsg ("Your mana is drained!");
3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3957 else if (settings.spell_failure_effects == TRUE)
3958 {
3959 if (failure <= -35 && failure > -60)
3960 { /* confusion */
3961 op->failmsg ("The magic recoils on you!");
3962 confuse_player (op, op, power);
3963 }
3964 else if (failure <= -60 && failure > -70)
3965 { /* paralysis */
3966 op->failmsg ("The magic recoils and paralyzes you!");
3967 paralyze_player (op, op, power);
3968 }
3969 else if (failure <= -70 && failure > -80)
3970 { /* blind */
3971 op->failmsg ("The magic recoils on you!");
3972 blind_player (op, op, power);
3973 }
3974 else if (failure <= -80)
3975 { /* blast the immediate area */
3976 object *tmp = get_archetype (LOOSE_MANA);
3977 cast_magic_storm (op, tmp, power);
3978 op->failmsg ("You unleash uncontrolled mana!");
3979 tmp->destroy ();
3980 }
3981 }
3982} 3959}
3983 3960
3984void 3961void
3985apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
3986{ 3963{
4063 break; 4040 break;
4064 } 4041 }
4065 } 4042 }
4066} 4043}
4067 4044
4068/**
4069 * This handles items of type 'transformer'.
4070 * Basically those items, used with a marked item, transform both items into something
4071 * else.
4072 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4073 * Change information is contained in the 'slaying' field of the marked item.
4074 * The format is as follow: transformer:[number ]yield[;transformer:...].
4075 * This way an item can be transformed in many things, and/or many objects.
4076 * The 'slaying' field for transformer is used as verb for the action.
4077 */
4078void
4079apply_item_transformer (object *pl, object *transformer)
4080{
4081 object *marked;
4082 object *new_item;
4083 char *find;
4084 char *separator;
4085 int yield;
4086 char got[MAX_BUF];
4087 int len;
4088
4089 if (!pl || !transformer)
4090 return;
4091
4092 marked = find_marked_object (pl);
4093
4094 if (!marked)
4095 {
4096 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4097 return;
4098 }
4099
4100 if (!marked->slaying)
4101 {
4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4103 return;
4104 }
4105
4106 /* check whether they are compatible or not */
4107 find = strstr (&marked->slaying, transformer->arch->archname);
4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4109 {
4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4111 return;
4112 }
4113
4114 find += strlen (transformer->arch->archname) + 1;
4115 /* Item can be used, now find how many and what it yields */
4116 if (isdigit (*(find)))
4117 {
4118 yield = atoi (find);
4119 if (yield < 1)
4120 {
4121 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4122 yield = 1;
4123 }
4124 }
4125 else
4126 yield = 1;
4127
4128 while (isdigit (*find))
4129 find++;
4130
4131 while (*find == ' ')
4132 find++;
4133
4134 memset (got, 0, MAX_BUF);
4135
4136 if ((separator = strchr (find, ';')) != NULL)
4137 len = separator - find;
4138 else
4139 len = strlen (find);
4140
4141 if (len > MAX_BUF - 1)
4142 len = MAX_BUF - 1;
4143
4144 strcpy (got, find);
4145 got[len] = '\0';
4146
4147 /* Now create new item, remove used ones when required. */
4148 new_item = get_archetype (got);
4149 if (!new_item)
4150 {
4151 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4152 return;
4153 }
4154
4155 new_item->nrof = yield;
4156
4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4158
4159 pl->insert (new_item);
4160 /* Eat up one item */
4161 marked->decrease ();
4162
4163 /* Eat one transformer if needed */
4164 if (transformer->stats.food)
4165 if (--transformer->stats.food == 0)
4166 transformer->decrease ();
4167}
4168

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